using UnityEngine;
// [Assembly-CSharp.dll].AudioManager
public class AudioManager : MonoBehaviour
{
    // Fields
    public static AudioManager instance;
    public UnityEngine.AudioSource musicSource;
    public UnityEngine.AudioSource failAudio;
    public UnityEngine.AudioSource winAudio;
    public UnityEngine.AudioSource dogAudio;
    public UnityEngine.AudioSource buttonAudio;
    public UnityEngine.AudioSource breakAudio;
    public UnityEngine.AudioSource kisSound;
    public UnityEngine.AudioSource rewardSound;
    public UnityEngine.AudioSource coinCollectionSound;
    public UnityEngine.AudioSource love;
    public UnityEngine.AudioSource drawingSound;
    public UnityEngine.AudioClip[] kisses;
    public UnityEngine.AudioSource effect1;
    public UnityEngine.AudioSource effect2;
    public UnityEngine.AudioClip santa;
    public UnityEngine.AudioClip christmiswish;
    public UnityEngine.AudioClip fireWork;
    public UnityEngine.AudioClip childrenChristmas;
    public UnityEngine.AudioClip mainmenu;
    public int soundState;
    public int musicState;
    
    // Methods
    private void Awake()
    {
        Unknown val_2 = UnityEngine.Object.FindObjectsOfType(type:  System.Type.GetTypeFromHandle(handle:  new System.RuntimeTypeHandle() {value = 1073753675}));
        if(val_2.Length >= 2)
        {
                UnityEngine.Object.Destroy(obj:  this.gameObject);
            return;
        }
        
        mem2[0] = this;
        UnityEngine.Object.DontDestroyOnLoad(target:  this.gameObject);
    }
    private void Start()
    {
    
    }
    private void Update()
    {
    
    }
    public void PlayEffect1(UnityEngine.AudioClip clip)
    {
        this.effect1.clip = clip;
        this.effect1.Play();
    }
    public void PlayEffect2(UnityEngine.AudioClip clip)
    {
        this.effect2.clip = clip;
        this.effect2.Play();
    }
    public void TurnSoundOff()
    {
        this.failAudio.volume = 0f;
        this.dogAudio.volume = 0f;
        this.winAudio.volume = 0f;
        this.buttonAudio.volume = 0f;
        this.breakAudio.volume = 0f;
        this.soundState = 0;
        this.kisSound.volume = 0f;
        this.rewardSound.volume = 0f;
        this.coinCollectionSound.volume = 0f;
        this.love.volume = 0f;
        this.drawingSound.volume = 0f;
    }
    public void TurnSoundOn()
    {
        this.failAudio.volume = 1f;
        this.winAudio.volume = 1f;
        this.dogAudio.volume = 1f;
        this.buttonAudio.volume = 1f;
        this.breakAudio.volume = 1f;
        this.kisSound.volume = 1f;
        this.rewardSound.volume = 1f;
        this.coinCollectionSound.volume = 1f;
        this.love.volume = 1f;
        this.drawingSound.volume = 1f;
        this.soundState = 1;
    }
    public void TurnMusicOff()
    {
        this.musicSource.volume = 0f;
        this.musicState = 0;
    }
    public void TurnMusicOn()
    {
        this.musicSource.volume = 1f;
        this.musicState = 1;
    }
    public void MediumImpect()
    {
        MoreMountains.NiceVibrations.MMVibrationManager.Haptic(type:  5, defaultToRegularVibrate:  false, alsoRumble:  true, coroutineSupport:  this, controllerID:  0);
    }
    public void LightImpect()
    {
        MoreMountains.NiceVibrations.MMVibrationManager.Haptic(type:  4, defaultToRegularVibrate:  false, alsoRumble:  true, coroutineSupport:  this, controllerID:  0);
    }
    public void WinEffect()
    {
        MoreMountains.NiceVibrations.MMVibrationManager.Haptic(type:  1, defaultToRegularVibrate:  false, alsoRumble:  true, coroutineSupport:  this, controllerID:  0);
    }
    public void HeavyImpect()
    {
        MoreMountains.NiceVibrations.MMVibrationManager.Haptic(type:  6, defaultToRegularVibrate:  false, alsoRumble:  true, coroutineSupport:  this, controllerID:  0);
    }
    public void FailureImpect()
    {
        MoreMountains.NiceVibrations.MMVibrationManager.Haptic(type:  3, defaultToRegularVibrate:  false, alsoRumble:  true, coroutineSupport:  this, controllerID:  0);
    }
    public AudioManager()
    {
    
    }

}
